text-adventure | A text adventure game for Android | Game Engine library

 by   julianchurchill Java Version: Current License: No License

kandi X-RAY | text-adventure Summary

kandi X-RAY | text-adventure Summary

text-adventure is a Java library typically used in Gaming, Game Engine applications. text-adventure has no bugs, it has no vulnerabilities and it has low support. However text-adventure build file is not available. You can download it from GitHub.

An Android old-skool text adventure game. This is another exercise in TDD in an Android environment. Don’t forget to drive the development by producing value - the value is game content and this should drive the development of functionality to support it.

            kandi-support Support

              text-adventure has a low active ecosystem.
              It has 14 star(s) with 6 fork(s). There are 1 watchers for this library.
              It had no major release in the last 6 months.
              text-adventure has no issues reported. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of text-adventure is current.

            kandi-Quality Quality

              text-adventure has 0 bugs and 0 code smells.

            kandi-Security Security

              text-adventure has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              text-adventure code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              text-adventure does not have a standard license declared.
              Check the repository for any license declaration and review the terms closely.
              Without a license, all rights are reserved, and you cannot use the library in your applications.

            kandi-Reuse Reuse

              text-adventure releases are not available. You will need to build from source code and install.
              text-adventure has no build file. You will be need to create the build yourself to build the component from source.
              text-adventure saves you 9842 person hours of effort in developing the same functionality from scratch.
              It has 20057 lines of code, 1838 functions and 364 files.
              It has medium code complexity. Code complexity directly impacts maintainability of the code.

            Top functions reviewed by kandi - BETA

            kandi has reviewed text-adventure and discovered the below as its top functions. This is intended to give you an instant insight into text-adventure implemented functionality, and help decide if they suit your requirements.
            • Invoked when the menu item is selected
            • Creates a builder for the options dialog
            • Show Waypoints list
            • Create an action by name
            • Returns the bitmap for the drawable
            • Retrieves the bitmap resource
            • Infers the actions from the text experience model
            • Generate the pick age actions
            • Handles a touch event
            • Zoom the event
            • Returns the command line arguments for this entry
            • Cancel pause
            • Returns the list of arguments that this item should be displayed
            • Returns a list of all available actions
            • Adds a new location to the model
            • Returns a hash code
            • Extracts the inventory items
            • Extract location locations
            • Adds the menu to the options menu
            • Initialize the activity
            • Deserialise a ModelLocation
            • Deserialise the given exit content
            • Removes non - printable lines from the text
            • Find an item in the inventory
            • Invokes an action
            • Deserialises the given item and content
            Get all kandi verified functions for this library.

            text-adventure Key Features

            No Key Features are available at this moment for text-adventure.

            text-adventure Examples and Code Snippets

            No Code Snippets are available at this moment for text-adventure.

            Community Discussions


            How does one add an image to different id's in a constant in javascript for a text based adventure game?
            Asked 2022-Mar-03 at 21:32

            I am following this tutorial to build a text based adventure game. Here is the code for the entire game that is mine too.

            I'd like to add an image to each page of the game. For example, this:



            Answered 2022-Mar-03 at 21:32

            Add the images into the textNodes object, the you can easely use therefrom.

            Here is my solution for this problem

            Source https://stackoverflow.com/questions/71343713


            How do you make sure a txt file with a dictionary in it can't be edited?
            Asked 2022-Jan-25 at 01:20

            So I am trying to add save files to my text-adventure game that can't be edited by the user. This is so that they can't cheat by editing the dictionary inside of it. So far all I've done is a few algorithms that can be easily bypassed if you connected the dots. Basically it's this.



            Answered 2022-Jan-25 at 01:20

            You can't hide files from the super user. They bought their computer and they reserve the right to read and edit whatever files they please. And no program will ever have higher permissions than the administrator.

            Your best bet is to encrypt the data inside the file. So that if the user tries to edit, the program won't function properly.

            A question that might be more relevant: https://gamedev.stackexchange.com/questions/48629/how-do-i-prevent-memory-modification-cheats

            Source https://stackoverflow.com/questions/70842307


            AttributeError: 'str' object has no attribute 'description'
            Asked 2021-Jan-21 at 06:55

            Im new in Python3. I wrote a little text-adventure but i don't know how to use the input string to access the object properties.



            Answered 2021-Jan-21 at 06:55


            Accessing index of element in array with strings, but string is randomly chosen
            Asked 2020-Nov-07 at 11:56

            Im making a text-adventure game where you have to solve riddles. And i created an array riddles = ["riddle1", "riddle2", ...] and answers= ["answer1", "answer2", ...](answer1 is answer to riddle1) then i choose random riddle with riddle = random.choice(riddles) and now i have check if input is same as the answer of the randomly chosen riddle. But first i try to save the correct answer of randomly chosen riddle into variable answer. I do that with answer = answers[riddle]. I also tried answer = answers['riddle'] as i found on Google. I even tried answer = answers[riddles[riddle]] and i cant get the effect i want

            Also i get this error list indices must be integers or slices, not str when i try to run the program

            Here is the function

            `def riddle_room1():



            Answered 2020-Nov-06 at 12:13
            riddle = random.choice(riddles) 

            Source https://stackoverflow.com/questions/64714385


            Text Adventure Game - How to Tell One Item Type from Another and How to Structure the Item Classes/Subclasses?
            Asked 2020-Jun-09 at 10:41

            I'm a beginner programmer (who has a bunch of design-related scripting experience for video games but very little programming experience - so just basic stuff like loops, flow control, etc. - although I do have a C++ fundamentals and C++ data structures and algorithm's course under my belt). I'm working on a text-adventure personal project (I actually already wrote it in Python ages ago before I learned how classes work - everything is a dictionary - so it's shameful). I'm "remaking" it in C++ with classes to get out of the rut of having only done homework assignments.

            I've written my player and room classes (which were simple since I only need one class for each). I'm onto item classes (an item being anything in a room, such as a torch, a fire, a sign, a container, etc.). I'm unsure how to approach the item base class and derived classes. Here are the problems I'm having.

            1. How do I tell whether an item is of a certain type in a non-shit way (there's a good chance I'm overthinking this)?

              • For example, I set up my print room info function so that in addition to whatever else it might do, it prints the name of every object in its inventory (i.e. inside of it) and I want it to print something special for a container object (the contents of its inventory for example).
              • The first part's easy because every item has a name since the name attribute is part of the base item class. The container has an inventory though, which is an attribute unique to the container subclass.
              • It's my understanding that it's bad form to execute conditional logic based on the object's class type (because one's classes should be polymorphic) and I'm assuming (perhaps incorrectly) that it'd be weird and wrong to put a getHasInventory accessor virtual function in the item base class (my assumption here is based on thinking it'd be crazy to put virtual functions for every derived class in the base class - I have about a dozen derived classes - a couple of which are derived classes of derived classes).
              • If that's all correct, what's an acceptable way to do this? One obvious thing is to add an itemType attribute to the base and then do conditional logic but this strikes me as wrong since it seems to just be a re-skinning of the checking class type solution. I'm unsure whether the above-mentioned assumptions are correct and what a good solution might be.
            2. How should I structure my base class/classes and my derived classes?

              • I originally wrote them such that the item class was the base class and most other classes used single inheritance (except for a couple which had multi-level).
              • This seemed to present some awkwardness and repeating myself though. For example, I want a sign and a letter. A sign is a Readable Item > Untakeable Item > Item. A letter is a Readable Item > Takeable Item > Item. Because they all use single inheritance I need two different Readable Items, one that's takeable and one that's not (I know I could just make takeable and untakeable into attributes of the base in this instance and I did but this works as an example because I still have similar issues with other classes).
              • That seems icky to me so I took another stab at it and implemented them all using multiple inheritance & virtual inheritance. In my case that seems more flexible because I can compose classes of multiple classes and create a kind of component system for my classes.
              • Is one of these ways better than the other? Is there some third way that's better?


            Answered 2020-Jun-09 at 09:07

            One possible way to solve your problem is polymorphism. By using polymorphism you can (for example) have a single describe function which when invoked leads the item to describe itself to the player. You can do the same for use, and other common verbs.

            Another way is to implement a more advanced input parser, which can recognize objects and pass on the verbs to some (polymorphic) function of the items for themselves to handle. For example each item could have a function returning a list of available verbs, together with a function returning a list of "names" for the items:

            Source https://stackoverflow.com/questions/62278098


            AttributeError: type object has no attribute (problem with *args?)
            Asked 2020-Apr-29 at 03:38

            Note: This is not a duplicate of AttributeError: type object has no attribute. I am trying to code a text-adventure.



            Answered 2020-Apr-29 at 03:26

            The problem is in your last 2 lines:

            Source https://stackoverflow.com/questions/61493673


            I don't know how to show a list of classes for user to choose from in my game?
            Asked 2020-Jan-04 at 08:07

            I'm making a text-adventure game called Glaux. This game is an RPG game, but it's on text. my problem is how to show the user 3 classes that he can choose from by typing an option but I don't know how.(code provided below).



            Answered 2020-Jan-04 at 06:36

            You can do it like that:

            You define a method Classes that is doing some weird stuff which I don't know what your intention was but you should change:

            Source https://stackoverflow.com/questions/59588463

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network


            No vulnerabilities reported

            Install text-adventure

            You can download it from GitHub.
            You can use text-adventure like any standard Java library. Please include the the jar files in your classpath. You can also use any IDE and you can run and debug the text-adventure component as you would do with any other Java program. Best practice is to use a build tool that supports dependency management such as Maven or Gradle. For Maven installation, please refer maven.apache.org. For Gradle installation, please refer gradle.org .


            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
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